Пример #1
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 public EatItemAction(GameEntity entity, float energyCost, GameEntity foodItemToEat,
                      IActionEffectFactory actionEffectFactory, IPositionEffectPresenter positionEffectPresenter)
     : base(entity, energyCost, actionEffectFactory)
 {
     _positionEffectPresenter = positionEffectPresenter;
     _foodItemToEat           = foodItemToEat;
 }
Пример #2
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 public ReceiveDamageSystem(IContext <GameEntity> context, IDeathHandler deathHandler, IUiFacade uiFacade,
                            IAggressionTriggerer aggressionTriggerer, IPositionEffectPresenter positionEffectPresenter) : base(context)
 {
     _deathHandler            = deathHandler;
     _uiFacade                = uiFacade;
     _aggressionTriggerer     = aggressionTriggerer;
     _positionEffectPresenter = positionEffectPresenter;
 }
Пример #3
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 public ShoutWarningAction(GameEntity entity, float energyCost, IBroadcastStimulusSender broadcastStimulusSender,
                           IGameConfig gameConfig, IPositionEffectPresenter positionEffectPresenter, IActionEffectFactory actionEffectFactory)
     : base(entity, energyCost, actionEffectFactory)
 {
     _broadcastStimulusSender = broadcastStimulusSender;
     _gameConfig = gameConfig;
     _positionEffectPresenter = positionEffectPresenter;
 }
Пример #4
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        public DeathHandler(IUiFacade uiFacade, IViewCreator viewCreator, IGameConfig gameConfig, IPositionEffectPresenter positionEffectPresenter, IOsnowaContextManager contextManager)
        {
            _uiFacade    = uiFacade;
            _viewCreator = viewCreator;
            _gameConfig  = gameConfig;

            _positionEffectPresenter = positionEffectPresenter;
            _contextManager          = contextManager;
        }
Пример #5
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 public DropAction(GameEntity entity, float energyCost, GameEntity itemToDrop, IActionEffectFactory actionEffectFactory, IFirstPlaceInAreaFinder firstPlaceInAreaFinder, IEntityDetector entityDetector, IGameConfig gameConfig, IUiFacade uiFacade, IPositionEffectPresenter positionEffectPresenter)
     : base(entity, energyCost, actionEffectFactory)
 {
     _itemToDrop             = itemToDrop;
     _firstPlaceInAreaFinder = firstPlaceInAreaFinder;
     _entityDetector         = entityDetector;
     _gameConfig             = gameConfig;
     _uiFacade = uiFacade;
     _positionEffectPresenter = positionEffectPresenter;
 }
Пример #6
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        public EnvironmentPresenter(ISceneContext sceneContext, IPositionEffectPresenter positionEffectPresenter,
                                    IEntityDetector entityDetector, ITilePresenter tilePresenter, IGameConfig gameConfig,
                                    IGrid gipGrid, GameContext context)
        {
            _sceneContext = sceneContext;

            _positionEffectPresenter = positionEffectPresenter;
            _entityDetector          = entityDetector;
            _tilePresenter           = tilePresenter;
            _gameConfig = gameConfig;
            _grid       = gipGrid;
            _context    = context;

            _positionEffectsShown   = new List <PositionEffect>();
            _defaultUnseenMaskAlpha = _sceneContext.UnseenMaskTilemap.color.a;
        }
Пример #7
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 public PostHeartbeatSystem(IEntityDetector entityDetector, IGameConfig gameConfig,
                            ICalculatedAreaAccessor calculatedAreaAccessor, IStimulusReceiver stimulusReceiver, IPathfinder pathfinder,
                            IBroadcastStimulusSender broadcastStimulusSender, IPositionEffectPresenter positionEffectPresenter,
                            GameContext context, IFriendshipResolver friendshipResolver,
                            IUiFacade uiFacade, IOsnowaContextManager contextManager)
     : base(context)
 {
     _entityDetector          = entityDetector;
     _gameConfig              = gameConfig;
     _calculatedAreaAccessor  = calculatedAreaAccessor;
     _stimulusReceiver        = stimulusReceiver;
     _pathfinder              = pathfinder;
     _broadcastStimulusSender = broadcastStimulusSender;
     _positionEffectPresenter = positionEffectPresenter;
     _friendshipResolver      = friendshipResolver;
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
     _context        = context;
 }
Пример #8
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 public ActivityCreationContext(INavigator navigator, IRandomNumberGenerator rng, IActionFactory actionFactory, ISceneContext sceneContext,
                                IExampleContextManager contextManager, IGameConfig gameConfig, IEntityDetector entityDetector, ICalculatedAreaAccessor calculatedAreaAccessor,
                                IUiFacade uiFacade, IRasterLineCreator rasterLineCreator, IPositionEffectPresenter positionEffectPresenter,
                                IFriendshipResolver friendshipResolver, GameContext context)
 {
     Navigator               = navigator;
     Rng                     = rng;
     ActionFactory           = actionFactory;
     SceneContext            = sceneContext;
     ContextManager          = contextManager;
     GameConfig              = gameConfig;
     EntityDetector          = entityDetector;
     CalculatedAreaAccessor  = calculatedAreaAccessor;
     UiFacade                = uiFacade;
     RasterLineCreator       = rasterLineCreator;
     PositionEffectPresenter = positionEffectPresenter;
     FriendshipResolver      = friendshipResolver;
     Context                 = context;
 }
Пример #9
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 public ActionFactory(IGrid grid, IActionEffectFactory actionEffectFactory, IUnityGridInfoProvider unityGridInfoProvider, IPositionEffectPresenter positionEffectPresenter, IRandomNumberGenerator randomNumberGenerator, IDeathHandler deathHandler, ISceneContext sceneContext, IGameConfig gameConfig, IViewCreator viewCreator, ITileMatrixUpdater tileMatrixUpdater, IFirstPlaceInAreaFinder firstPlaceInAreaFinder, IBroadcastStimulusSender stimulusBroadcaster, IEntityDetector entityDetector, LoadViewSystem loadViewSystem, IUiFacade uiFacade, IOsnowaContextManager contextManager, IEntityViewBehaviourInitializer entityViewBehaviourInitializer, IAggressionTriggerer aggressionTriggerer, IEntityGenerator entityGenerator, ReactiveFeature reactiveFeature)
 {
     _grid = grid;
     _unityGridInfoProvider   = unityGridInfoProvider;
     _positionEffectPresenter = positionEffectPresenter;
     _randomNumberGenerator   = randomNumberGenerator;
     _deathHandler            = deathHandler;
     _actionEffectFactory     = actionEffectFactory;
     _sceneContext            = sceneContext;
     _gameConfig             = gameConfig;
     _viewCreator            = viewCreator;
     _tileMatrixUpdater      = tileMatrixUpdater;
     _firstPlaceInAreaFinder = firstPlaceInAreaFinder;
     _stimulusBroadcaster    = stimulusBroadcaster;
     _entityDetector         = entityDetector;
     _loadViewSystem         = loadViewSystem;
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
     _entityViewBehaviourInitializer = entityViewBehaviourInitializer;
     _aggressionTriggerer            = aggressionTriggerer;
     _entityGenerator = entityGenerator;
     _reactiveFeature = reactiveFeature;
 }
Пример #10
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 public AggressionTriggerer(IUiFacade uiFacade, IPositionEffectPresenter positionEffectPresenter)
 {
     _uiFacade = uiFacade;
     _positionEffectPresenter = positionEffectPresenter;
 }
Пример #11
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 public AttackAction(GameEntity entity, float energyCost, IActionEffectFactory actionEffectFactory, IRandomNumberGenerator rng, GameEntity attackedEntity, IGameConfig gameConfig, IAggressionTriggerer aggressionTriggerer, IPositionEffectPresenter positionEffectPresenter, IOsnowaContextManager contextManager, ReactiveFeature reactiveFeature)
     : base(entity, energyCost, actionEffectFactory)
 {
     AttackedEntity       = attackedEntity;
     _rng                 = rng;
     _actionEffectFactory = actionEffectFactory;
     _gameConfig          = gameConfig;
     _contextManager      = contextManager;
     _reactiveFeature     = reactiveFeature;
 }
Пример #12
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 public EatAction(GameEntity entity, float energyCost, IActionEffectFactory actionEffectFactory, IPositionEffectPresenter positionEffectPresenter, GameEntity consumedIngredient)
     : base(entity, energyCost, actionEffectFactory)
 {
     _positionEffectPresenter = positionEffectPresenter;
     _consumedIngredient      = consumedIngredient;
 }